These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Ideas for new modules

First post
Author
Red lensman
BlackSky inc.
#781 - 2012-04-24 08:54:23 UTC
a module that changes the ship type in scan's and views as ganking is far to easy atm for bait ships like earth war time Q-ships

maybe scripts for ship types for varations
maybe allowing the the lv of skill to move the size of ship +/- 1 size probably a high slot so you have to give up some dps to use it,
disables active mods from use except maybe passive targeters
with sensor boosters allowing you to burn past image with enough power and close enough range or eccm maybe doing the same
Morgan Madsen
Center for Advanced Studies
Gallente Federation
#782 - 2012-04-24 18:54:27 UTC
CCP SoniClover wrote:
Hello capsuleers!

One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.

To give a little bit of framework and to get the ball rolling, here are a few keywords:


    Scripts
    Heat
    EW
    Drones
    Fitting/Slots
    Area of Effect
    One-use (consumable) modules


We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).

Thanks in advance,
SoniClover


Focusing strictly on scripts and tracking computers. I'd like to see it broken down to simply "Weapons Computer" and have it be useless w/ out scripts. Currently when scripting for something specific the bonus is 30%. You could use this and add different and unused scripts like damage, ROF and capacitor usage. Overall this wouldn't change a whole lot but it would give a bit more options to armor tanking ship weapons.
Axel Greye
Unlikely Suspects
#783 - 2012-04-25 07:18:08 UTC
Homing Link Launcher I + Homing Beacon Charge
Highslot

Desc: Launches a Homing Beacon onto targeted recipient. Tracks your targets movements in Real Time on your Starmap.
Homing Beacon lasts for 5 jumps per level of Astrometric Rangefinding (Max 25 Jumps).

Non offensive module
Must be Fitted to a Covert Ops, Recon or Blackops Ship.

^ because locater agents suck



Drone Calibration Dis-coordinator
Highslot
Area of Effect: 7000m

Desc: Effected Drones no longer respond to commands and will attack any legal target within their control range at random (Enemies, Corp Members, NPC Rat, Drones from the same User etc) for 20 Seconds. (Max 1 per ship)
(Does not Effect Fighters or Fighter Bombers)

^ consider it anti-drone ewar
Axel Greye
Unlikely Suspects
#784 - 2012-04-25 07:18:59 UTC
Sonic Particle Accelerator Maser (SPAM)
Midslot

Desc: Acts much like a Target Painter, except instead of increasing the signature radius of the targeted ship, it re-directs all missiles targeted towards you to the Mased Ship by masking the signature of both ships to confuse missile guidance systems. Use it to Force all guided-missile damage onto your tankiest ship, or to troll your friends when faced with a Drake Fleet.
(can only be activated on fleet members, Does not work vs. unguided missiles)

10% Increased Maser Optimal Range per Level
Lesath Scorpii
Cyclone Solutions
#785 - 2012-04-25 13:31:11 UTC  |  Edited by: Lesath Scorpii
Hardeners affecting two resists at once.
Rara Yariza
Royal Amarr Institute
Amarr Empire
#786 - 2012-04-25 19:34:25 UTC
I haven't read the thread so if any suggestions have already been said it shows they're a good idea Big smile

*A rig that provides an extra fitting slot. Make them for high / med / low - could limit them so they can't provide missile / gun hardpoint.

*scripts for ecm burst to extend range or strength.

*drone damage mods and rigs - works for all drones rather than a certain class of drone.

*improve F.O.F missile damage, make them only hit agressed enemies - drones don't attack friendlies.

*stasis webifying AoE script for Hic bubbles


Morgan Dinn
Imperial Mechanics
#787 - 2012-04-26 08:22:58 UTC  |  Edited by: Morgan Dinn
Here goes

Scripted Area of Effect Multi-Module Weapon Systems. (I like the sound of that hehe)

Basicly it's a "mini doomsday" and makes the ship a weapon platform with a tech 3 "link" (much like a command processor).

The tech 3 link links the weapons and power modules that players want to link. Mode power and weapons means more DPS. Also the link can be scripted giving the weapons EW properties while lowering DPS.

When fires the link charges up and fire consuming the ships capasitor (most of it at least) and all loaded ammunition in a small amount of time and thus generating the AoE.

After this the link needs to cool down, weapons need to reload and capacitor needs to recharge.

Naturaly the whole link can be overheated but if any of the link parts bear the weapon is useless. Also you could not break the link in space without a carrier, ms titan, ship hangar etc.

Also the use or having a "link" should show on the ships in some way.

This could be fitted on any ship but naturaly ships giving bonuses to weapons would do more damage. Also the choice or ammunition would effect the AoE.
Moonaura
The Dead Rabbit Society
#788 - 2012-04-26 08:53:30 UTC
Hows about new module for the forums that allows you to unsubscribe from a thread, without having to post to it? Lol

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Andy Landen
Deep Core Mining Inc.
Caldari State
#789 - 2012-04-26 10:48:40 UTC  |  Edited by: Andy Landen

  1. Drone damage/hp - low slot
  2. Drone tracking and optimal - low slot
  3. Capital ship tractor beam - only fits on ships with ship maintenance hangars - pulls piloted and unpiloted ships toward it with a high force into the hangar. Pilot must play a mini-game to release the ship and/or damage the host ship, or eject and forfeit the ship - high slot
  4. Smart bomb damage augmenter - increases smart bomb damage - low slot
  5. Cloakbomb - a very powerful smartbomb that clears all debris within 3500m and allows the ship to cloak immediately - high slot.
  6. Shield Enlargement - shields are extended to take incoming damage to targeted ship - high slot.
  7. Ship boarder - when target is at 0m/s and 0m, Marines and other Militia harm ship and modules in various ways from heat damage to modules to offlining modules to ejecting pilot from ship - medium slot.
  8. Capital Neut - high slot
  9. Capital smartbomb - high slot

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Wolfman122
Last Huzzah
#790 - 2012-04-26 11:49:49 UTC  |  Edited by: Wolfman122
Not sure if similar has been suggested, I gave up reading all the cool ideas after about 5 pages. Oops

As a drone user I think the following would be cool, it would give more flexibility for a lot of ships, allow some cool customisation for drone users and bring them more in line with turrets and missile boats while maintaining their individuality

High Slot Drone Modifiers

Yes we currently have the omni link and the link augmenter but they are quite, er, passive. So here is what I propose

* Drone Speed (+X%
* Drone Damage (+X%
* Drone Repairer (Repair all active drones by X each cycle

A series of high slot only modules which alter the effects of drones. These are active modules and use cap. Only one module can be active at a time but multiple can be fitted. Each module only effects one size of drones, so a light drone module effects only light drones which are being actively fielded by the ship. This allows the mods to be fitted to all sizes of drone boats. However larger drone boats could choose to fit light, medium, heavy modules if they use different sized drones

These modules can also be overheated like standard modules, allowing drone boats to have more tactical moment to moment choices. For instance, I want to target a ship a long way away with my drones? Activate my drone speed module for a couple of cycles, then when the drones get in range I want to switch over to my drone damage module. The enemy ship is targeting my drones and killing them? Activate the drone repairer module. There are probably other types of modules that could be added such as drone tracking, modules for logistics drones etc.
Selaya Ataru
Phalanx Solutions
#791 - 2012-04-26 14:51:25 UTC  |  Edited by: Selaya Ataru
Drone Controll Units of different sizes.

The current ones would be capital and would stay as they are.

New Drone Control Units for small, medium and large ships, each increasing the number of launchable Drones by 1 and providing the needed bandwith.

Example:
Quote:
Small Drone Control Unit I
15 CPU
8 PG
+1 Drone
+5 Bandwith

Quote:
Medium Drone Control Unit I
45 CPU
150 PG
+1 Drone
+10 Bandwith

Quote:
Large Drone Control Unit I
75 CPU
550 PG
+1 Drone
+25 Bandwith.


With these attributes, it would be possible for ships to fit "oversized" DCUs if they are willing to sacrifice as much fitting capacity.
These DCUs would generally benefit drone BS like the Dominix more than smaller ships like the Ishtar as an Ishtar would not be able to fit as much "large" DCUs.
It would however, allow to create specialised drone fittings on ships with an existing drone bonus and/or a large dronebay.

The biggest balancing problem could be ships like the Pilgrim. a Pilgrim would be able to get somewhat large dps for a Covert ship if willing to drop its Neuts.
The Rattlesnake could be problematic as well as it combines the Drone Bonus with the half ass Marauder highslots and Rattlesnake Pilots would have very little reason not to use these new DCUs over missile launchers.

However the DCUs would be based on the Advanced Drone Interfacing skill which has enormous requirements.
This should balance the large gain, it would also make the Advanced Drone Interfacing skill an actual asset for a wider audience of players.
Andy Landen
Deep Core Mining Inc.
Caldari State
#792 - 2012-04-26 18:16:19 UTC
Passive omni-shield resist module with stats similar to EANM. Active omni-armor in the low slot.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

I'm Down
Macabre Votum
Northern Coalition.
#793 - 2012-04-26 21:33:59 UTC
Ewar - Communications Disruption:

25% chance to disrupt broadcasting or recognition communications for 10 seconds.

Prevents broadcasting and scratches out the overview when disrupted.

Aimed at disrupting mass targeting broadcast by an FC or assistance broadcast for logistics ships.

+20% effect per level.




Drones - Drone Bay Optimizer:

High slot module

+100 drone bay
-20% cargo capacity
1pg
28 CPU

Optimizes space in your drone bay at the expense of munitions


Maabuss
Exiles of Chaos
Balcora Gatekeepers
#794 - 2012-04-27 05:37:49 UTC
I know this has already been said, but.....

T3 Modules, and more T3 ships!!!
Ken Kyoukan
#795 - 2012-04-27 11:58:19 UTC  |  Edited by: Ken Kyoukan
Yophant wrote:
Area of Effect: Can Looter I

With introducing "Loot all" button it became much simplier for carebear to salvage/loot all wrecks in mission/anomaly, but now it's pure "double-click party" when number of wrecks reaches 50-70. I've even bought a special mouse with hardware "doubleclick" button.
It would be great if such module could loot all "safe" (only white/blue) cans within 2-2.5 km from a ship. Maybe such module should restricted to be fit only on Noctis.

Hmm, we are getting salvage drones, so why not looting ones, why fly to cans when drones can?
Use the same rules as tractor beams and looting, aka popup message on unauthorised actions.


Droxlyn wrote:
Rigs to add turrets and launcher hard points.

I agree but only where the Highslots already exist, Structural support etc, the rigs add the power/data/ammo/targetting etc. connections to these highslots.


Now I would like to suggest:


Freighter/JumpFreighter module:
(Yes ship specific like the Zephyr probe launcher or Primae's Sansha Codebreaker)

A module that allows a freighter to both drop and scoop Freight Containers similar to Jetcans but requiring a selected Container rather than generating a can from nothing.

Best description of the above is the Pods on Thunderbird 2.

And tweak the Freight Containers so that they can carry rigged ships akin to courier contracts, and are accessible in space if dropped in a PoS' shield bubble, but with the timing restrictions of normal Jetcans so that Freight Containers don't become a cheap PoS storage Array.

The basis for this is to allow Freighters & Jump Freighters the ability to swap Freight Containers in Space.
(Rather than having to dock/undock and try to avoid hitting a station wall.)


Warp Maximum Speed Neutraliser
A module that when entering warp drops the maximum speed of the warping ship to the default maximum for that ship without skills/implants.

Thus you hit the speed to enter warp faster, even with speed boosting modules on the same ship.

Additionally this could be configured to also be fit-able to all ships including but not limited to freighters/jump freighters.

I had considered making this a self web, but sometimes you need to abort the warp and fly at maximum speed, I also considered how overpowered it would be if used on a basic ship if it just dropped the max speed by a % for warp.

It could also find it's way in as a future warp speed skill rather than as a module too, as then it could have a % reduction of the difference between your maximum speed and ship standard max speed when entering warp, 20% reduction per level.


Heat Seeking Missiles
Similar to FoF Missiles but will go for the largest Ship/Heat source to it's location.

Heat damage would count as a larger heat source, however near a star these would detonate on launch causing some damage to the launching ship.

Also a damaged ship on fire (New explosion type gfx) could also be a good heat source.


Shield Neut Turret
This Highslot weapon would negate the shield of the targetted ship.
It does this by negating the LOWER VALUE of both your own and the targets shields from BOTH of you.

Thus an armor tanked ship would completely drop it's own shield to weaken a shield tanked one.
and a shield tanked ship would weaken it's shields to remove the shield on an armor tanked ship.

(An additional penalty could be added by treating this turret as a fitted "Active" armor module.)
Esayor Doommesh
Pandemonium Industries Inc.
#796 - 2012-04-27 23:19:25 UTC
Ken Kyoukan
#797 - 2012-04-27 23:31:12 UTC
Esayor Doommesh wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=1206157

How about a Shield Vampire module...
Kusum Fawn wrote:
Will it sparkle?

I think he means a counterpart to my Shield Neut Idea, since we have Cap Neut's and NoS' ingame
I'd assume it would drain some of the targets shield to boost your own, but what % I wouldn't know.
Kale Eledar
Venerated Industries
#798 - 2012-04-27 23:55:26 UTC
Apologies if this has been mentioned in one manifestation or another already, but I'm at work and don't have quite the leasure of reading the entire thread. :P

My idea is a module that temporarily draws the enemy ship towards the player ship. Its strength is mass based (or has a strength in newtons), so tiny ships couldn't just MWD immediately out of its optimal. That would help short range ships get closer to their targets (I'm thinking blaster based ships whose MWD useage is still relatively high.) However, it would have to diminish in strength as time went on.

The module should be either one time use, a high slot item with ammo and long reload times, or heavily fitting dependent (because range dictating items that directly force ships to move a certain direction or speed leans towards a specialized ship class if not carefully balanced.)
I realize bubbles already do this somewhat, but they are situational and require a setup ahead of time (for the most part).
Perhaps even a new ship class sucks ships in far better than other ships)?
Said ship would do terribad dps.

There are many modules to allow your ship to GTFO from a neut or red, but the ones helping you get closer tend to get you blow'd up and are less "new player" friendly.

First come smiles, then lies. Last is gunfire.

EveTestDummy
Kairiola's Legacy
Ishuk-Raata Enforcement Directive
#799 - 2012-04-28 11:37:08 UTC  |  Edited by: EveTestDummy
WHAT DO I WANT TO SEE? .... Container Blueprints! and a Change to the way some things can be named

At the moment All Containers except the Station Warehouse (SW) are seeded.

I cannot buy a BPO for a Giant Secure Container (GSC), I cannot buy a BPO for a General Freight Container (GFC). I can only buy BPO/BPC and build SWs. But wait - I cannot Reprocess a SW if I am moving to a new location to allow me to use the minerals to build new SWs at my new home.

If I want containers in Nulsec at a Corp/Alliance owned Station, Noooo, I have to build SWs locally or ship in anything GFC or Smaller from where I buy it.

The game is suposedly a Player Run Economy - If this is so, why are containers not in the same category as all other manufactured goods. They should have BPOs and be fully reprocessable.

Other annoying things about containers:

I can flat pack a cardboard box, it takes up no where near the same volume as the assembled box - Why do containers take up the same volume assembled as repackaged?

Naming Containers - Has to be done in my Hangar at a Station. Why? It's just a container - It would be so much easier if I could rename it in the Corp Hangar Array at a POS - at the moment, I have to launch each container 1 at a tiem into space, rename, drag back to the hold, launch the next.

These type of things really need to be looked at.

On the subject of naming things - Item 2 - If I own an Orca, Me, not my Corp, why am I stuck with the same Corp Hangar Tab Names everywhere based on the main Corp HQ Hangar?

All corp hangars and their Tabs should be able to be individually named by a member of the corp who owns the ship, or have starbase config roles in the case of POS arrays.

Corp Hangar Arrays and Ship Maintenance Arrays should be able to be renamed in space like Research Arrays can be.

Request constructive comment
ShortyMcBeat
Sebiestor Tribe
Minmatar Republic
#800 - 2012-04-28 15:17:09 UTC
A Smartbomb which really deserves the name "Smartbomb".

Maybe using the Angel setting bar of the Directional scan to force the damage into one direction. (also any other bar would be nice).
You make less damage if you set it to 360 degrees but can increase the damage if the angel gets smaller.

Also nice for suiciding one one ship: Align, fly, set to zero degrees, shoot..
(Or just to put damage on all ships that are in range)